Grand Theft Auto: The Trilogy - The Definitive Edition

Summary

One of the developer of the 2000s - eraGrand Theft Autogames ( later refer to as theGTA Trilogy ) has revealed more item on how its car system would work across the open creation , with seemingly weird visual aspect across the mathematical function now making a lot more sense . GTA 3,GTA : Vice City , andGTA : San Andreasushered in a newfangled age for the franchise after its earlier top - down title by bring it into a 3D open world , and this is a huge reasonableness why the serial is as big as it is today , however , it clearly came with raft of experimentation to make this potential , especially with the obstruction confront on older computer hardware .

Rockstar ’s former technical director , Obbe Vermeij , has been receptive about some of these obstacles on X , where he has previously answered interrogative sentence about how the teams worked outpolice spawn pointsduring the serial publication ' intense car chases among other feature of speech . A new post explained howRockstar had to grapple with the memory restrictions on the PlayStation 2 while creating the illusion of a busy citywith constant traffic .

concord to Vermeij ’s stake , Rockstar had to throttle the number of used vehicle model at any collapse sentence to 8to see to it the biz preserve to run smoothly , which explains some of the duplication across the metropolis . To ensure each car never feel completely out of place , however , the codification was intend to foot models that were appropriate for the field , such asexpensive vehicles in more well - off areas , and vice versa .

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Every biz added to the Grand Theft Auto franchise includes more vehicle , and that means there are plenty of choices when it comes to hijacking them .

Some Elements “Threw A Spanner In The Works” For The Car System

Wanted Levels Would Impact The Types Of Vehicles Spawned

As Vermeij taper out , there were times when pith gameplay chemical element stood in the way of this , assome of the 8 slots would be taken up by law cars , FIB and SWAT vans , andpolice helicoptersif role player were to increase their need levels . This could result in far few types of walker vehicles with Vermeij stating that at times there would only be 1 or 2 auto models available for ambient traffic , with this lack of variation being peculiarly noticeable if the instrumentalist was driving the one car that had to be used for story purposes and did n’t appear as ambient traffic .

Vermeij noted that NPC models were lade and get rid of in the same agency , with generic - see character theoretical account selected for each surface area of the single-valued function , but it just was n’t as noticeable if the variety was wanting .

Vermeij also excuse how the service department and Pay ' n ' Spray system worked without cut off this loading mechanic , with the mechanic completely removing motorcar from the biz once the door was closed . Once the room access was reopened player would be in a all novel vehicle that had been re - created in the same spot .

GTA San Andreas - Drive by

Considering how dear this geological era ofGrand Theft Autois in particular , it ’s interesting to hear how Rockstar managed to overcome the limitations of its prison term to produce such piquant open - world experiences with theGTA Trilogy . Rocksteady is gearing up for the upcomingGrand Theft Auto 6 , which is due to be resign in 2025 and it ’s clear now how far engineering science has build up in the last 20 years , with its trailer showing a Vice City full of different types of vehicle and characters across its roads and beaches to create an even more realistic domain than before .

Source : Obbe Vermeij / X

GTA 6 Lucia in front of cars on the street

GTA: The Trilogy - Definitive Edition

Grand Theft Auto